varying vec3 V_eye;
varying vec3 L_eye;
varying vec3 N_eye;
varying vec3 P_obj;


void main()
{
	V_eye = -vec3(gl_ModelViewMatrix*gl_Vertex);
	L_eye = gl_LightSource[0].position.xyz + V_eye;
	N_eye = gl_NormalMatrix*gl_Normal;
	P_obj = vec3(gl_Vertex);

	gl_Position = ftransform();
}

